Remove things from WorldState to State and World
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This commit is contained in:
Sijmen 2021-06-10 16:37:12 +02:00
parent aa8d7aed83
commit 6c50c6ac70
Signed by: vijfhoek
GPG key ID: 82D05C89B28B0DAE
9 changed files with 306 additions and 356 deletions

View file

@ -25,7 +25,7 @@ impl HotbarHud {
Some(BlockType::Sand),
None,
Some(BlockType::Grass),
None,
Some(BlockType::Cobblestone),
None,
None,
None,

View file

@ -4,6 +4,7 @@ use crate::{
render_context::RenderContext,
state::PRIMITIVE_STATE,
vertex::{HudVertex, Vertex},
world::block::BlockType,
};
use self::{debug_hud::DebugHud, hotbar_hud::HotbarHud, widgets_hud::WidgetsHud};
@ -138,4 +139,9 @@ impl Hud {
+ self.debug_hud.render(&mut render_pass)
+ self.hotbar_hud.render(render_context, &mut render_pass)
}
pub fn selected_block(&self) -> Option<BlockType> {
// TODO The hotbar widget should be rendered by HotbarHud
self.hotbar_hud.blocks[self.widgets_hud.hotbar_cursor_position]
}
}

View file

@ -12,7 +12,7 @@ use crate::{
pub struct WidgetsHud {
texture_bind_group: BindGroup,
geometry_buffers: GeometryBuffers<u16>,
hotbar_cursor_position: usize,
pub hotbar_cursor_position: usize,
}
impl WidgetsHud {

View file

@ -2,7 +2,6 @@ mod aabb;
mod camera;
mod geometry;
mod hud;
mod npc;
mod player;
mod render_context;
mod state;
@ -148,7 +147,7 @@ fn main() {
println!(
"{:>8} tris | {:>5} chunks",
triangle_count,
state.world_state.world.chunks.len()
state.world.chunks.len()
);
elapsed = Duration::from_secs(0);

View file

@ -1,16 +1,20 @@
pub mod world_state;
use std::time::{Duration, Instant};
use winit::{
dpi::PhysicalSize,
event::{DeviceEvent, ElementState, MouseScrollDelta, VirtualKeyCode, WindowEvent},
event::{
DeviceEvent, ElementState, MouseButton, MouseScrollDelta, VirtualKeyCode, WindowEvent,
},
window::Window,
};
use world_state::WorldState;
use crate::{hud::Hud, render_context::RenderContext, texture::TextureManager};
use crate::{
hud::Hud,
player::Player,
render_context::RenderContext,
texture::{Texture, TextureManager},
world::World,
};
pub const PRIMITIVE_STATE: wgpu::PrimitiveState = wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
@ -25,11 +29,13 @@ pub const PRIMITIVE_STATE: wgpu::PrimitiveState = wgpu::PrimitiveState {
pub struct State {
pub window_size: PhysicalSize<u32>,
render_context: RenderContext,
pub world_state: WorldState,
pub mouse_grabbed: bool,
pub hud: Hud,
pub world: World,
pub player: Player,
}
impl State {
@ -85,8 +91,6 @@ impl State {
}
pub async fn new(window: &Window) -> State {
let window_size = window.inner_size();
let (render_surface, render_adapter, render_device, render_queue) =
Self::create_render_device(window).await;
@ -107,29 +111,31 @@ impl State {
texture_manager.load_all(&render_context).unwrap();
render_context.texture_manager = Some(texture_manager);
let world_state = WorldState::new(&render_context);
let hud = Hud::new(&render_context);
let player = Player::new(&render_context);
let world = World::new(&render_context, &player.view);
Self {
window_size,
window_size: window.inner_size(),
render_context,
world_state,
mouse_grabbed: false,
hud,
player,
world,
}
}
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
println!("resizing to {:?}", new_size);
self.window_size = new_size;
self.render_context.swap_chain_descriptor.width = new_size.width;
self.render_context.swap_chain_descriptor.height = new_size.height;
pub fn resize(&mut self, size: PhysicalSize<u32>) {
println!("resizing to {:?}", size);
self.window_size = size;
self.render_context.swap_chain_descriptor.width = size.width;
self.render_context.swap_chain_descriptor.height = size.height;
self.world_state.resize(&self.render_context, new_size);
self.player.view.projection.resize(size.width, size.height);
self.world.depth_texture =
Texture::create_depth_texture(&self.render_context, "depth_texture");
self.render_context.swap_chain = self.render_context.device.create_swap_chain(
&self.render_context.surface,
@ -144,27 +150,53 @@ impl State {
}
fn input_keyboard(&mut self, key_code: VirtualKeyCode, state: ElementState) {
if state == ElementState::Pressed {
match key_code {
VirtualKeyCode::Key1 => self.set_hotbar_cursor(0),
VirtualKeyCode::Key2 => self.set_hotbar_cursor(1),
VirtualKeyCode::Key3 => self.set_hotbar_cursor(2),
VirtualKeyCode::Key4 => self.set_hotbar_cursor(3),
VirtualKeyCode::Key5 => self.set_hotbar_cursor(4),
VirtualKeyCode::Key6 => self.set_hotbar_cursor(5),
VirtualKeyCode::Key7 => self.set_hotbar_cursor(6),
VirtualKeyCode::Key8 => self.set_hotbar_cursor(7),
VirtualKeyCode::Key9 => self.set_hotbar_cursor(8),
_ => self.world_state.input_keyboard(key_code, state),
let pressed = state == ElementState::Pressed;
match key_code {
VirtualKeyCode::F2 if pressed => self.player.creative ^= true,
// Hotbar
VirtualKeyCode::Key1 if pressed => self.set_hotbar_cursor(0),
VirtualKeyCode::Key2 if pressed => self.set_hotbar_cursor(1),
VirtualKeyCode::Key3 if pressed => self.set_hotbar_cursor(2),
VirtualKeyCode::Key4 if pressed => self.set_hotbar_cursor(3),
VirtualKeyCode::Key5 if pressed => self.set_hotbar_cursor(4),
VirtualKeyCode::Key6 if pressed => self.set_hotbar_cursor(5),
VirtualKeyCode::Key7 if pressed => self.set_hotbar_cursor(6),
VirtualKeyCode::Key8 if pressed => self.set_hotbar_cursor(7),
VirtualKeyCode::Key9 if pressed => self.set_hotbar_cursor(8),
// Movement
VirtualKeyCode::W => self.player.forward_pressed = pressed,
VirtualKeyCode::S => self.player.backward_pressed = pressed,
VirtualKeyCode::A => self.player.left_pressed = pressed,
VirtualKeyCode::D => self.player.right_pressed = pressed,
VirtualKeyCode::Space => {
self.player.up_speed = match (pressed, self.player.creative) {
// Creative
(true, true) => 1.0,
(false, true) => 0.0,
// Not creative
(true, false) => {
// TODO Don't allow player to jump in mid-air
0.6
}
(false, false) => self.player.up_speed,
};
}
} else {
self.world_state.input_keyboard(key_code, state)
VirtualKeyCode::LShift if self.player.creative => {
self.player.up_speed = if pressed { -1.0 } else { 0.0 }
}
VirtualKeyCode::LControl => self.player.sprinting = pressed,
_ => (),
}
}
fn input_mouse(&mut self, dx: f64, dy: f64) {
if self.mouse_grabbed {
self.world_state.player.update_camera(dx, dy);
self.player.update_camera(dx, dy);
}
}
@ -178,11 +210,20 @@ impl State {
button,
state: ElementState::Pressed,
..
} if self.mouse_grabbed => self.world_state.input_mouse_button(
button,
&self.render_context,
None, // TODO
),
} if self.mouse_grabbed => {
if button == &MouseButton::Left {
self.world
.break_at_crosshair(&self.render_context, &self.player.view.camera);
} else if button == &MouseButton::Right {
if let Some(selected) = self.hud.selected_block() {
self.world.place_at_crosshair(
&self.render_context,
&self.player.view.camera,
selected,
);
}
}
}
WindowEvent::MouseWheel {
delta: MouseScrollDelta::LineDelta(_, delta),
@ -203,11 +244,14 @@ impl State {
}
pub fn update(&mut self, dt: Duration, render_time: Duration) {
self.world_state
.update(dt, render_time, &self.render_context);
self.player.update_position(dt, &self.world);
self.hud
.update(&self.render_context, &self.world_state.player.view.camera)
let view = &mut self.player.view;
view.update_view_projection(&self.render_context);
self.world
.update(&self.render_context, dt, render_time, &view.camera);
self.hud.update(&self.render_context, &view.camera);
}
pub fn render(&mut self) -> anyhow::Result<(usize, Duration)> {
@ -221,9 +265,13 @@ impl State {
.create_command_encoder(&Default::default());
let mut triangle_count = 0;
triangle_count +=
self.world_state
.render(&self.render_context, &frame, &mut render_encoder);
triangle_count += self.world.render(
&self.render_context,
&mut render_encoder,
&frame,
&self.player.view,
);
triangle_count += self
.hud

View file

@ -1,282 +0,0 @@
use std::time::Duration;
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
CommandEncoder, SwapChainTexture,
};
use winit::{
dpi::PhysicalSize,
event::{ElementState, MouseButton, VirtualKeyCode},
};
use crate::{
player::Player,
render_context::RenderContext,
texture::Texture,
time::Time,
vertex::{BlockVertex, Vertex},
world::{block::BlockType, World},
};
pub struct WorldState {
pub render_pipeline: wgpu::RenderPipeline,
pub depth_texture: Texture,
time: Time,
time_buffer: wgpu::Buffer,
pub time_bind_group: wgpu::BindGroup,
pub world: World,
pub player: Player,
}
impl WorldState {
fn create_time(
render_context: &RenderContext,
) -> (Time, wgpu::Buffer, wgpu::BindGroupLayout, wgpu::BindGroup) {
let time = Time::new();
let buffer = render_context
.device
.create_buffer_init(&BufferInitDescriptor {
label: Some("time_buffer"),
contents: bytemuck::cast_slice(&[time]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group_layout =
render_context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("time_bind_group_layout"),
});
let bind_group = render_context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
label: Some("time_bind_group"),
});
(time, buffer, bind_group_layout, bind_group)
}
fn create_render_pipeline(
render_context: &RenderContext,
shader: &wgpu::ShaderModule,
pipeline_layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
render_context
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[BlockVertex::descriptor()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: render_context.swap_chain_descriptor.format,
blend: Some(wgpu::BlendState {
alpha: wgpu::BlendComponent::REPLACE,
color: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
})
}
pub fn new(render_context: &RenderContext) -> WorldState {
let (time, time_buffer, time_layout, time_bind_group) = Self::create_time(render_context);
let player = Player::new(render_context);
let world = World::new(render_context);
let shader = render_context.device.create_shader_module(
&(wgpu::ShaderModuleDescriptor {
label: Some("shader"),
flags: wgpu::ShaderFlags::all(),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/world.wgsl").into()),
}),
);
let texture_manager = render_context.texture_manager.as_ref().unwrap();
let render_pipeline_layout =
render_context
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render_pipeline_layout"),
push_constant_ranges: &[],
bind_group_layouts: &[
&texture_manager.bind_group_layout,
&player.view.bind_group_layout,
&time_layout,
],
});
let render_pipeline =
Self::create_render_pipeline(render_context, &shader, &render_pipeline_layout);
let depth_texture = Texture::create_depth_texture(render_context, "depth_texture");
Self {
render_pipeline,
depth_texture,
time,
time_buffer,
time_bind_group,
world,
player,
}
}
pub fn render(
&self,
render_context: &RenderContext,
frame: &SwapChainTexture,
render_encoder: &mut CommandEncoder,
) -> usize {
let mut triangle_count = 0;
let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render_pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.502,
g: 0.663,
b: 0.965,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_pipeline(&self.render_pipeline);
let texture_manager = render_context.texture_manager.as_ref().unwrap();
render_pass.set_bind_group(0, texture_manager.bind_group.as_ref().unwrap(), &[]);
render_pass.set_bind_group(1, &self.player.view.bind_group, &[]);
render_pass.set_bind_group(2, &self.time_bind_group, &[]);
triangle_count += self.world.render(&mut render_pass, &self.player.view);
triangle_count
}
pub fn input_mouse_button(
&mut self,
button: &MouseButton,
render_context: &RenderContext,
selected: Option<BlockType>,
) {
if button == &MouseButton::Left {
self.world
.break_at_crosshair(render_context, &self.player.view.camera);
} else if button == &MouseButton::Right {
if let Some(selected) = selected {
self.world
.place_at_crosshair(render_context, &self.player.view.camera, selected);
}
}
}
#[allow(clippy::collapsible_else_if)]
pub fn input_keyboard(&mut self, key_code: VirtualKeyCode, state: ElementState) {
let pressed = state == ElementState::Pressed;
match key_code {
VirtualKeyCode::W => self.player.forward_pressed = pressed,
VirtualKeyCode::S => self.player.backward_pressed = pressed,
VirtualKeyCode::A => self.player.left_pressed = pressed,
VirtualKeyCode::D => self.player.right_pressed = pressed,
VirtualKeyCode::F2 if pressed => self.player.creative ^= true,
VirtualKeyCode::Space => {
self.player.up_speed = match (pressed, self.player.creative) {
// Creative
(true, true) => 1.0,
(false, true) => 0.0,
// Not creative
(true, false) => {
// TODO Don't allow player to jump in mid-air
0.6
}
(false, false) => self.player.up_speed,
};
}
VirtualKeyCode::LShift if self.player.creative => {
self.player.up_speed = if pressed { -1.0 } else { 0.0 }
}
VirtualKeyCode::LControl => self.player.sprinting = pressed,
_ => (),
}
}
pub fn update(&mut self, dt: Duration, render_time: Duration, render_context: &RenderContext) {
self.player.update_position(dt, &self.world);
self.world
.update(render_context, dt, render_time, &self.player.view.camera);
self.player.view.update_view_projection(render_context);
self.time.time += dt.as_secs_f32();
render_context.queue.write_buffer(
&self.time_buffer,
0,
&bytemuck::cast_slice(&[self.time]),
);
}
pub fn resize(&mut self, render_context: &RenderContext, new_size: PhysicalSize<u32>) {
// TODO Move this to View
self.player
.view
.projection
.resize(new_size.width, new_size.height);
self.depth_texture = Texture::create_depth_texture(render_context, "depth_texture");
}
}

View file

@ -21,7 +21,7 @@ use serde::{
ser::SerializeSeq,
Deserialize, Serialize, Serializer,
};
use wgpu::BufferUsage;
use wgpu::{BufferUsage, RenderPass};
pub const CHUNK_SIZE: usize = 32;
pub const CHUNK_ISIZE: isize = CHUNK_SIZE as isize;
@ -93,6 +93,25 @@ impl<'de> Deserialize<'de> for Chunk {
}
impl Chunk {
pub fn render<'a>(
&'a self,
render_pass: &mut RenderPass<'a>,
position: &Point3<isize>,
view: &View,
) -> usize {
if !self.is_visible(position * CHUNK_ISIZE, &view) {
// Frustrum culling
0
} else if let Some(buffers) = &self.buffers {
buffers.apply_buffers(render_pass);
buffers.draw_indexed(render_pass)
} else {
// Not loaded
println!("Trying to render non-loaded chunk {:?}", position);
0
}
}
pub fn generate(&mut self, chunk_x: isize, chunk_y: isize, chunk_z: isize) {
let fbm = noise::Fbm::new();

View file

@ -1,6 +1,7 @@
pub mod block;
pub mod chunk;
pub mod face_flags;
pub mod npc;
pub mod quad;
use std::{
@ -10,19 +11,32 @@ use std::{
use crate::{
camera::Camera,
npc::Npc,
render_context::RenderContext,
texture::Texture,
time::Time,
vertex::{BlockVertex, Vertex},
view::View,
world::{
block::{Block, BlockType},
chunk::{Chunk, CHUNK_ISIZE},
npc::Npc,
},
};
use ahash::AHashMap;
use cgmath::{EuclideanSpace, InnerSpace, Point3, Vector3};
use wgpu::RenderPass;
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
BindGroup, Buffer, CommandEncoder, RenderPipeline, SwapChainTexture,
};
pub struct World {
pub render_pipeline: RenderPipeline,
pub depth_texture: Texture,
pub time: Time,
pub time_buffer: Buffer,
pub time_bind_group: BindGroup,
pub npc: Npc,
pub chunks: AHashMap<Point3<isize>, Chunk>,
@ -50,6 +64,13 @@ impl World {
render_time: Duration,
camera: &Camera,
) {
self.time.time += dt.as_secs_f32();
render_context.queue.write_buffer(
&self.time_buffer,
0,
&bytemuck::cast_slice(&[self.time]),
);
self.update_highlight(render_context, camera);
// Queue up new chunks for loading, if necessary
@ -147,33 +168,58 @@ impl World {
}
}
pub fn render<'a>(&'a self, render_pass: &mut RenderPass<'a>, view: &View) -> usize {
pub fn render<'a>(
&'a self,
render_context: &RenderContext,
render_encoder: &mut CommandEncoder,
frame: &SwapChainTexture,
view: &View,
) -> usize {
let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render_pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.502,
g: 0.663,
b: 0.965,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_pipeline(&self.render_pipeline);
let texture_manager = render_context.texture_manager.as_ref().unwrap();
render_pass.set_bind_group(0, texture_manager.bind_group.as_ref().unwrap(), &[]);
render_pass.set_bind_group(1, &view.bind_group, &[]);
render_pass.set_bind_group(2, &self.time_bind_group, &[]);
let mut triangle_count = 0;
for (position, chunk) in &self.chunks {
// TODO Reimplement frustrum culling
if !chunk.is_visible(position * CHUNK_ISIZE, &view) {
continue;
}
if let Some(buffers) = chunk.buffers.as_ref() {
buffers.apply_buffers(render_pass);
triangle_count += buffers.draw_indexed(render_pass);
}
triangle_count += chunk.render(&mut render_pass, position, view);
}
let buffers = self.npc.geometry_buffers.as_ref().unwrap();
buffers.apply_buffers(render_pass);
triangle_count += buffers.draw_indexed(render_pass);
triangle_count += self.npc.render(&mut render_pass);
triangle_count
}
}
impl World {
pub fn new(render_context: &RenderContext) -> Self {
pub fn new(render_context: &RenderContext, view: &View) -> Self {
let chunks = AHashMap::new();
let mut npc = Npc::load();
let mut npc = Npc::new();
npc.load_geometry(render_context);
let chunk_database = sled::Config::new()
@ -183,10 +229,118 @@ impl World {
.open()
.unwrap();
let time = Time::new();
let time_buffer = render_context
.device
.create_buffer_init(&BufferInitDescriptor {
label: Some("time_buffer"),
contents: bytemuck::cast_slice(&[time]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let time_bind_group_layout =
render_context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("time_bind_group_layout"),
});
let time_bind_group = render_context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &time_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: time_buffer.as_entire_binding(),
}],
label: Some("time_bind_group"),
});
let texture_manager = render_context.texture_manager.as_ref().unwrap();
let render_pipeline_layout =
render_context
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render_pipeline_layout"),
push_constant_ranges: &[],
bind_group_layouts: &[
&texture_manager.bind_group_layout,
&view.bind_group_layout,
&time_bind_group_layout,
],
});
let shader = render_context.device.create_shader_module(
&(wgpu::ShaderModuleDescriptor {
label: Some("shader"),
flags: wgpu::ShaderFlags::all(),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/world.wgsl").into()),
}),
);
let render_pipeline =
render_context
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[BlockVertex::descriptor()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: render_context.swap_chain_descriptor.format,
blend: Some(wgpu::BlendState {
alpha: wgpu::BlendComponent::REPLACE,
color: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
});
let depth_texture = Texture::create_depth_texture(render_context, "depth_texture");
Self {
chunks,
render_pipeline,
time,
time_buffer,
time_bind_group,
depth_texture,
npc,
chunks,
chunk_database,
chunk_load_queue: VecDeque::new(),
chunk_save_queue: VecDeque::new(),

View file

@ -2,7 +2,7 @@ extern crate gltf;
extern crate wgpu;
use cgmath::Vector3;
use wgpu::BufferUsage;
use wgpu::{BufferUsage, RenderPass};
use crate::{
geometry::{Geometry, GeometryBuffers},
@ -19,7 +19,7 @@ pub struct Npc {
}
impl Npc {
pub fn load() -> Self {
pub fn new() -> Self {
let position: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
let scale: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
let rotation: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
@ -71,4 +71,10 @@ impl Npc {
BufferUsage::empty(),
));
}
pub fn render<'a>(&'a self, render_pass: &mut RenderPass<'a>) -> usize {
let buffers = self.geometry_buffers.as_ref().unwrap();
buffers.apply_buffers(render_pass);
buffers.draw_indexed(render_pass)
}
}